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| What do you think would be the two most common variations of both ability scores and skill points for each of the primary classes? |
| I have a pretty good idea of what would work well- let me tell you about them. |
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[ 1 ] |
| I'm not entirely sure, but I'll take a shot at what I think might work. |
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[ 0 ] |
| Sorry, but I honestly have no idea on this one. |
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| Total Votes : 1 |
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Posted: Tue Jun 21, 2011 12:14 pm
I largely agree with Matt. It's very unlikely that an elf, who has so completely turned against the ideals of his race would continue to worship a deity whose alignment polarly opposes his own. It might be interesting, and once in a while it is interesting to challenge oneself with such ideas, it typically isn't good if such a challenge comes from a random generator. That's likely to look like poor planning on the part of the generator. For example, while the idea of a illithid barbarian that worships Pelor or a Vasharan cleric of... Anyone might be interesting, if I got those results from a generator, I don't think I'd be using that one again, unless I wanted something that it was hard to take seriously, a great RPing challenge, or both. That said, you might make a mode where such considerations are completely done away with, so that is an option that your users have, but I would account for it in the standard mode.
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Posted: Tue Jun 21, 2011 11:41 pm
While I must admit that I'm not entirely certain what a Vasharan is at all, you two have most certainly confirmed that I should continue to make the generator as I was originally planning in keeping all available deities within one step of the character's alignment- or the character's alignment within one step of the deity's, depending on how you'd rather see the lists.
Unfortunately, creating the lists like that -has- provided me with a couple of interesting bugs to fix, but I really don't think it'll be too terribly much of a challenge to fix. Once that's set up, I'll see about getting to work on skill calculations, putting in the Restricted Schools lists for Wizards who decide to take up a specialization (Wizards will, by default, have no specialization), and getting to work on the Spells/Day and Spells Known calculations for the appropriate classes.
So, all in all, I should be getting the following features set up and functional for the first public release:
-Spell School Specialization and Restriction -Clerical Domain selection -Calculated Spells Per Day and Spells Known -Spell List, which will take into account any spell restrictions -Feats -Class Abilities -Skill Points (Calculated for both Class and Cross-Class Skills) -Skill List (this may or may not be coded in the first release) -Starting Gold -Basic Gear selector, which will appropriately adjust the character's gold
I'll also be adding in some basic character appearance stuff- namely Skin Color, Hair Color, and Eye Color- before the release. Also, for the time being, I'm not going to worry terribly much about dealing with saving the characters, multi-classing and what-not, but I do plan on adding those in later. The initial release will be a very bare-bones version, and won't have any way of giving higher-level characters any magic items.
Again, though, if any of you know of any decent file-share websites, I would be much appreciative.
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Posted: Fri Jul 01, 2011 9:15 pm
After a much-needed break from programming, I have finally resumed working on the project, and recent changes (both before and after the break) have been noted on the project's page.
Also, over the next several days, I will be re-working both the first post and the site to include more about the resources I've been using while working on this project.
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Posted: Sun Jul 03, 2011 2:02 am
The first post has been updated, and the poll has been removed. I encourage you to re-read the first post if you haven't already.
Also, I will be adding another poll soon- as soon as I can figure out the right wording for the answers, actually. I expect that it will be up either tomorrow or the day after.
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Posted: Wed Jul 06, 2011 4:54 pm
I finally added the next poll. Though I know it may be a lot of work, I will greatly appreciate any and all answers you can provide for each of the 11 Standard player classes. I am doing this to aide with the randomization process, as I would like for there to be two "standard" variations each for both ability scores and skill points, along with an option for player-controlled settings for stats and user-placement for skills.
Also, though I haven't done any actual coding on the project for the past several days, I have managed to get a WordPress blog up and running, though it may experience intermittent downtime; the blog's link has been added to the first post, and a quick explanation for the downtime was posted on the blog itself. I'm also currently in the process of moving information from the Wix site I've been using to the blog, though I will be leaving the Wix site up for a while longer for those of you would would prefer to view the information there.
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Posted: Sat Jul 09, 2011 7:24 pm
Well, I've finally done some additional work on the program; both the blog and the Wix page have been updated to reflect these changes. I could also still really use some advice regarding important skills and ability score ordering so I can get a couple of good available options for people to use if they don't want to do so themselves.
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Posted: Thu Jul 28, 2011 12:34 pm
Production has been more than just a bit delayed due to RL stress factors, but I'm getting back to it; more should be ready soon. Unfortunately, though, the exact part that I was wanting to work on will have to wait, as I've received no feedback on the question I posed here beyond a single vote. I'll leave the question up in a (likely futile) attempt to remind anyone reading this that I would still like some feedback on it, but I'm starting to feel that I'll need to go elsewhere to get the information I'm looking for with this.
I'll update both the blog and wix page once I've made more headway with the program.
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Posted: Thu Jul 28, 2011 2:08 pm
I'm sorry. I completely forgot to get back to you on this. The standard Players Handbook has advice for which ability scores should go where (or what, in what order) is most important for each class. I think the second players handbook actually made up packages of skills based on what yov want your character to be able to do. I'd look into those, as they would probably be more helpful than anything I would suggest. Skills are definitely the most customizable feature of the game, so a random generator for that part would be a bit of a sticking point.
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Posted: Thu Jul 28, 2011 4:58 pm
Matasoga I'm sorry. I completely forgot to get back to you on this. The standard Players Handbook has advice for which ability scores should go where (or what, in what order) is most important for each class. I think the second players handbook actually made up packages of skills based on what yov want your character to be able to do. I'd look into those, as they would probably be more helpful than anything I would suggest. Skills are definitely the most customizable feature of the game, so a random generator for that part would be a bit of a sticking point. Yes, I'm aware of the PHB's input in regards to ability score importance, but they only list the top 2-4 ability scores, depending on class. I'm wanting this information for all six ability scores, with which the PHB offers very little help. A perfect example of this is with the Fighter class: Strength and Constitution are important to all Fighters, and Dexterity for those who either won't be wearing Plate Mail or want to specialize in Two Weapon Fighting. This, to me, automatically makes those three ability scores either 1, 2, and 3 or 1, 3, and 2 in importance, respectively.
While I know that Intelligence, Wisdom and Charisma do a fighter little good (unless they're wanting the Leadership feat, that is), the PHB says absolutely nothing about where they may or may not fall in terms of order of importance, and it is here that I am having some difficulty. I figured that it would be better for me to attempt to ask experienced players for their input rather than to take a stab in the dark at it, especially when dealing with eleven separate classes. In regards to the "extra" ability scores, directing me back to the PHB doesn't actually help me any, much as I would like to say the opposite.
I may look into PHB2 at some point, but I have no personal copy of it at the moment and, unfortunately, the SRD doesn't contain any of that information either- at least, not to my knowledge.
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Posted: Tue Sep 06, 2011 6:58 pm
After two long months of inactivity, I've finally returned to this project. However, due to an outstanding bug that I don't feel like messing with at this time, I've once again decided to start the project over. It will take me some time longer than before, however, as I'm doing this using an entirely different developmental platform and using a different programming language. The overall goal and design of the project hasn't changed, however; I will still be trying to get the program to do the same things as before. Those of you interested in this project, please bear with me while I further my knowledge of this newer (to me) platform and language. Hopefully I'll be able to get to working on the finer points of it soon, but I'm still trying to run the basics of it after working on it for the last three days. As usual, updates can be found on the blog and website. (the blog loads faster and contains more details, so I recommend that, especially since I will be removing the Wix page at a date yet to be determined)
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Posted: Tue Sep 06, 2011 9:38 pm
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Posted: Wed Sep 07, 2011 8:11 pm
Matasoga The only thing that limits templates is types of templates and race. Keep in mind, lots of templates say "This can only be applied to a [insert list of creature types]." If they are not of the given type, then it doesn't work. I don't know anything about coding, but that would be an important thing to account for. For your examples, I don't know that Death Knight is a template applicable to dragons, and fiends (as well as all outsiders) cannot be undead. You can artifice up exceptions, but given that fiends bodies and souls both dissipate back to their homeplane upon death, undeath is not really a viable option.... And it's written into the rules. I suggest an "Ignore the conventional rules" button, if you want to allow for such things, but it generally shouldn't happen. Also, all template bonuses stack so long as they all make sense, together... But there are some things that you may want to consider. Like Half-Vampire. This is a template applied to a living creature that is, in all senses of the word alive. Technically, by the letter of the rules, this would mean that if such a character was slain by a vampire they'd become a half vampire vampire. You could debate which things would stack or not, but the way that I'd rule it, were such a thing to happen is that the half-vampire vampire template would be revoked and the resulting level adjustment would be put towards being a full vampire. Also, don't forget that all undead races (except things that were amalgams of other creatures or have no form that was ever alive) are essentially templates, if you want to use them that way. That is to say sometimes you may need to reverse-engineer them to find exactly what that template is, but they are templates, in that they can apply to nearly anything... But you can only become undead once. You cannot be a lich vampire, or a ghoul mummy, or a wight morgh, etc. I hope that was helpful. You can apply any template to any creature with some very few exceptions. The fiend thing, They died on their home plane. became undead through a ritual to serve the one that slaughtered them. I have always played that as long as there is a good enough reason in the backstory then it is generally doable.
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Posted: Thu Sep 08, 2011 8:03 pm
Shaymer You can apply any template to any creature with some very few exceptions. The fiend thing, They died on their home plane. became undead through a ritual to serve the one that slaughtered them. I have always played that as long as there is a good enough reason in the backstory then it is generally doable. I'll have to keep that in mind while I'm working more on this and get to adding templates. However, I'll likely have two separate modes of operation: one "restricted" mode, in which will limit which templates can be applied to what, amongst other things; the other in which these limitations don't apply. However, it'll be a while before I get a lot of that coding added in, as I still need to finish with the bulk of the coding... again. Fortunately, I've made a fair amount of progress today with the re-coding, as I've once again gotten the rolls and sorting to work properly. However, I'm going to be breaking the sorting tomorrow to see if I can shrink the amount of coding I've used thus far before I move on to other aspects, such as determining hit points, skill points, saving throws, and the number of available feats, among many other things. Hopefully replacing the sorting will go smoothly and I'll be able to move on to more parts fairly quickly. Also, like the last time I post, both the blog and website have been updated; however, the blog does not have a new post. Instead, check the Full Changelog for the bit of work that I've done the past couple of days.
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Posted: Thu Sep 08, 2011 9:30 pm
Shaymer You can apply any template to any creature with some very few exceptions. The fiend thing, They died on their home plane. became undead through a ritual to serve the one that slaughtered them. I have always played that as long as there is a good enough reason in the backstory then it is generally doable. Actually, the default rule is that no matter where they're slain, the remains of an outsider dissolve and rejoin the substance of the plane that formed them. The only exceptions to this I've seen in canon are Orcus and his minions, and outer planar non-exemplar races (exemplar being a fan term for those outsider races that directly correspond to the nine alignments, and are spawned directly from their planes of origin; generally archons, guardinals, eladrins, modrons, rilmani, slaadi, baatezu, yugoloths, and tanar'ri; though this can apply to others as well. Elementals and inner planar outsiders tend to merge with their native planes as well.). Though, DM/GM rulings can always overturn that. Eliae Darr I'll have to keep that in mind while I'm working more on this and get to adding templates. However, I'll likely have two separate modes of operation: one "restricted" mode, in which will limit which templates can be applied to what, amongst other things; the other in which these limitations don't apply. That's probably the best way to do it.
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Posted: Sat Sep 10, 2011 1:01 am
mourn_of_blades Actually, the default rule is that no matter where they're slain, the remains of an outsider dissolve and rejoin the substance of the plane that formed them. The only exceptions to this I've seen in canon are Orcus and his minions, and outer planar non-exemplar races (exemplar being a fan term for those outsider races that directly correspond to the nine alignments, and are spawned directly from their planes of origin; generally archons, guardinals, eladrins, modrons, rilmani, slaadi, baatezu, yugoloths, and tanar'ri; though this can apply to others as well. Elementals and inner planar outsiders tend to merge with their native planes as well.). Though, DM/GM rulings can always overturn that. Have you read the Manual of the planes or the planescape campaign setting ?
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